Sunday, January 2, 2011

Campaign Design - Spells: Flame/Frost Weapon

Flame/Frost Weapon (from Relics & Rituals)
Evocation [Cold, Fire]

Level: Druid/Spirit Shaman 2, Sorcerer/Wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One weapon or creature
Duration: 1 round per caster level (D)
Saving Throw: Reflex negates (harmless, object)
Spell Resistance: Yes (harmless, object)

One weapon touched by the caster is wreathed in fire or frost for the duration of the spell. A weapon so treated causes no injury to the wielder and remains undamaged by the effect, but it inflicts an additional 1d6 points of fire or cold damage on a successful strike. The caster must choose upon casting whether to imbue a weapon with fire or frost and cannot change this effect later.

A missile weapon enchanted with this spell causes a fire or frost effect on all missiles that it fires.

An individual may be enchanted with this spell, causes the subject to be covered with a thin sheen of fire or frost that adds the appropriate damage to the subject's natural attacks. An unarmed creature affected by this spell is treated as having the Improved Unarmed Strike feat - that is, it can fight unarmed without provoking attacks of opportunity and can make such attacks against other unarmed creatures that come within striking range.

A flame/frost weapon effect cannot be stacked and cannot be placed upon a weapon that already has a permanent elemental enhancement.

Material component: A mixture of alchemist's fire and pitch (for flame), or a solution of water from melted snow mixed with sawdust (for water).

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